A dwarven cleric of Clangeddin the dwarven god of war


Dwarf Cleric 1
LG Medium Humanoid (dwarf)
Hero Points 1
Init 0
Senses Perception 3
AC 18, touch 10, flat-footed 18
hp 27
Fort 4, Ref 0, Will 5 plus 2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee Heavy Shield Bash -2 (3-6/x2) and
Battleaxe 2 (3-10/x3)
Ranged Heavy crossbow +0 (1d10/19-20/x2)
Special Attacks battle rage (6/day), hatred
Spell-Like Abilities Battle Rage (6/day), Touch of Good (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Bless, Magic Weapon
0 (at will) Stabilize, Purify Food and Drink (DC 13), Detect Magic

Str 14, Dex 10, Con 15, Int 10, Wis 17, Cha 10
Base Atk 0 CMB 2; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Toughness 3
Traits Highlander (hills or mountains), Rich Parents
Skills Acrobatics -6, Appraise 0 (2 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Diplomacy 4, Escape Artist -6, Fly -6, Heal 7, Perception 3 (5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6, Stealth -5 (-3 in hilly or rocky areas), Swim -4; Racial Modifiers highlander (hills or mountains)
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (3/day) (dc 10), domains (good, war), greed, hardy, hero points, slow and steady, spontaneous casting, stability, stonecunning +2
Other Gear Breastplate, Heavy steel shield, Battleaxe, Heavy crossbow, Campsite kit, Chirurgeon’s kit, Cleric’s kit, Dungeoneering kit, 163 GP
Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.



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